My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Godly!
Synergy
RIP
Versatility
Godly!
F2P score
Good

3 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No clear win condition!

In order to win the game more easily, it is good to have at least one of the cards that are good for damaging towers. There is no such card in your deck. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM No direct tower damage spell!

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Archers Goblin Gang

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Archers Knight Valkyrie Mega Knight Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Missing

Damage spells

Spells in your deck. Having at least one or two is recommended.

Missing

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Goblin Gang Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Electro Spirit Knight Goblin Gang Valkyrie Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Spirit Valkyrie

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Archers Goblin Gang
Giant Snowball
Bats Archers Goblin Gang
Zap
Bats Archers Goblin Gang
Barbarian Barrel
Electro Spirit Archers Knight Goblin Gang Valkyrie
The Log
Electro Spirit Archers Goblin Gang
Earthquake
Archers Goblin Gang
Arrows
Electro Spirit Bats Archers Goblin Gang
Royal Delivery
Electro Spirit Bats Archers Knight Goblin Gang Valkyrie
Fireball
Archers Goblin Gang
Poison
Bats Archers Goblin Gang
Lightning
Knight Valkyrie Goblinstein
Rocket
Valkyrie

Against air swarms

Spells and units that can counter air swarms.

Electro Spirit

Against ground swarms

Spells and units that can counter ground swarms.

Electro Spirit Valkyrie Mega Knight

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Electro Spirit Bats Knight Valkyrie Mega Knight

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Goblin Gang

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Electro Spirit Bats Archers Knight Goblin Gang Valkyrie Goblinstein Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Electro Spirit Bats Archers Knight

Attack Synergies 6 2

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Electro Spirit
Bats
Knight Valkyrie Mega Knight
Archers
Knight Valkyrie Mega Knight
Knight
Bats Archers Goblin Gang
Goblin Gang
Knight Valkyrie
Valkyrie
Bats Archers Goblin Gang
Mega Knight
Bats Archers
Goblinstein

Defense Synergies 4 5

Electro Spirit
Bats
Knight Valkyrie Mega Knight
Archers
Knight Valkyrie Goblin Gang Mega Knight
Knight
Bats Archers Goblin Gang
Goblin Gang
Knight Archers Valkyrie
Valkyrie
Archers Bats Goblin Gang
Mega Knight
Bats Archers
Goblinstein

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Knight Valkyrie
Bats Knight Goblin Gang Valkyrie Mega Knight
Goblin Gang Mega Knight Bats Archers Knight Valkyrie
Bats Knight Goblin Gang Valkyrie Mega Knight
Valkyrie Mega Knight
Goblin Gang Electro Spirit Bats Archers Valkyrie Mega Knight
Bats Electro Spirit Archers Goblin Gang
Electro Spirit Valkyrie Mega Knight
Goblin Gang
Knight Goblin Gang Archers Valkyrie Mega Knight
Bats Archers Goblin Gang Valkyrie Electro Spirit Knight Mega Knight
Bats Archers Goblin Gang
Mega Knight Bats Knight Goblin Gang Valkyrie
Valkyrie Mega Knight Electro Spirit Bats Goblin Gang
Knight Goblin Gang Mega Knight
Goblin Gang Mega Knight
Mega Knight Bats Knight Goblin Gang Valkyrie
Mega Knight Electro Spirit Bats Archers Knight Goblin Gang Valkyrie
Valkyrie Electro Spirit Bats Archers Knight Mega Knight
Goblin Gang Valkyrie Mega Knight Electro Spirit Bats Archers Knight

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Goblin Gang Valkyrie Mega Knight Archers
Archers Knight Goblin Gang Valkyrie Mega Knight
Goblin Gang Mega Knight Bats Knight Valkyrie
Goblin Gang Valkyrie Mega Knight Bats Knight
Knight Goblin Gang Valkyrie Mega Knight
Electro Spirit Bats Archers Goblin Gang
Goblin Gang Bats Archers Knight Valkyrie
Mega Knight Knight Valkyrie
Mega Knight Electro Spirit Bats Knight Valkyrie
Goblin Gang
Mega Knight Bats Knight Valkyrie
Mega Knight Valkyrie
Mega Knight Knight Goblin Gang Valkyrie
Archers Valkyrie Mega Knight
Goblin Gang Electro Spirit Bats Archers Knight Valkyrie
Bats Valkyrie Mega Knight Electro Spirit Archers
Electro Spirit

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight Valkyrie
Knight Valkyrie
Valkyrie Mega Knight
Electro Spirit Bats
Archers
Bats Goblin Gang
Knight Valkyrie
Archers
Knight
Mega Knight
Bats
Archers Mega Knight
Valkyrie Mega Knight
Mega Knight
Electro Spirit Valkyrie Mega Knight
Mega Knight
Bats Archers
Electro Spirit Bats
Mega Knight
Electro Spirit
Mega Knight
Electro Spirit Bats Archers Goblin Gang
Archers
Knight Goblin Gang Valkyrie Mega Knight
Mega Knight
Electro Spirit Bats Goblin Gang
Bats
Mega Knight
Mega Knight

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